In Defense of Dead Rising.

Coverin' Wars and Fixin' Stuff.

There are a vocal bunch of people out there, who want to turn this excellent game series into something it isn’t. And it makes me angry.

There’s a problem with modern gaming. Ever since the open, free-roam sandbox designs of GTA, there is this feeling of entitlement by gamers, that any game that looks even remotely similar, should play the same way. With infinite lives, and as much time to piss about as you want.

Because the DR games do not play like this, we get comments by incessant whiners hating the way the game saves, how the game ends if you lose your health, and the time limits.

I’m here to say I hope Capcom NEVER LISTEN TO YOU.

You see, whilst on the outside, Dead Rising looks like a sandbox style game, it really isn’t.

I like to think of it more as a natural evolution of the old scrolling beat-em-up genre that Capcom pimped the hell out of in the late 80′s and early 90′s, where the aim was to make it to the end of the game, beating the crap out of anything in your way… Using your fists or anything you could pick up, before time and/or your life ran out.

Sound similar to you?

For crying out loud people. The time limit is part of the game for a reason – It’s there to make you prioritise your tasks, it makes sense in the storyline, and most of all, is designed that way to promote multiple playthroughs, where each time, due to your knowledge gained in previous playthroughs, not to mention the levels and powerups you gained, you do better the each and every time you play up until the point that you can finally achieve an “ultimate run”.

The Dead Rising series is unabashedly old skool. Stop thinking of it of an open-ended sandbox game, and more of an extended score-attack style game in the vein of arcade classics, and maybe you’ll understand the draw of the game for many fans who do not want to see it change.

Next you’ll be trying to get the time limit removed from Outrun… Kids these days.

Posted on September 27th, 2010 by Mentski
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